public void fireRez(Sansar.Vector position, Sansar.Vector fwd, Sansar.Quaternion orientation) { Sansar.Vector rezPosition; if (Sound_To_Play != null) { ScenePrivate.PlaySoundAtPosition(Sound_To_Play, position, PlaySettings.PlayOnce); } for (int i = 0; i < numberOfRez; i++) { //so i starts at 0, and will eventually be spacing away, if we add .5 that means .5 of fwd which means if the object is centered //it will come right out of our av, .6 is 10% more so we dont hit ourself rezPosition = position + offset + ( fwd * (spacing * (i + .6f)) ); ScenePrivate.CreateCluster( Bullet_Object, rezPosition, orientation, Sansar.Vector.Zero, CreateClusterHandler ); Wait(TimeSpan.FromSeconds(.1)); } }